Search found 459 matches

by SteveBurt
Wed Sep 18, 2013 10:46 am
Forum: Sharp Practice
Topic: COCing Sharp Practice?
Replies: 8
Views: 5722

Re: COCing Sharp Practice?

My first thought is that it's not suitable. Doesn't reflect how command and control worked in the Horse & Musket era.
by SteveBurt
Wed Sep 18, 2013 10:35 am
Forum: Chain of Command
Topic: Deploy and Activate?
Replies: 110
Views: 54497

Re: Deploy and Activate?

Remember the troops aren't actually teleporting on to the table - they were there all along, you just failed to spot them. So it is not about abusing jump-off points; jump-off points are areas you know to be swarming with enemy troops. If they duly appear and shoot at you that should not be a surpri...
by SteveBurt
Mon Sep 16, 2013 4:36 pm
Forum: Off Topic!
Topic: System recommendations? (Micro Armour and Nav War)
Replies: 19
Views: 12706

Re: System recommendations? (Micro Armour and Nav War)

General Quarters 3 is very good. More detail than GQ2, but it still runs pretty fast. I very much like that all tables are in knots and yards. It has full air and submarine rules as well, so you can do convoy actions if you want. We quite liked Naval Thunder, too although it's bloodier than GQ, it d...
by SteveBurt
Fri Sep 13, 2013 3:30 pm
Forum: Chain of Command
Topic: Jeeps with integral weapons?
Replies: 17
Views: 10233

Re: Jeeps with integral weapons?

I've not used jeeps as fast scout teams in CoC, but I've certainly used them that way many times in other WW2 rules. If there's a convenient road I could imagine they might be very useful indeed.
by SteveBurt
Fri Sep 13, 2013 2:16 pm
Forum: Chain of Command
Topic: Jeeps with integral weapons?
Replies: 17
Views: 10233

Re: Jeeps with integral weapons?

Jeeps are high speed scout teams.
by SteveBurt
Fri Sep 13, 2013 9:56 am
Forum: Chain of Command
Topic: Allocating Command Dice
Replies: 27
Views: 14901

Re: Allocating Command Dice

I think Richard already clarified - you do not need to pre-allocate your dice.
by SteveBurt
Fri Sep 13, 2013 9:54 am
Forum: Sharp Practice
Topic: SP Question: Minimum size of group
Replies: 10
Views: 6609

Re: SP Question: Minimum size of group

I tend to use 8 for average troops, 10 for veterans and 6 for poor.
12 man groups are very strong - maybe reserve those for the very best troops.
That seems to work quite well as the verteran guys have much more staying power, and the poor ones melt away.
by SteveBurt
Thu Sep 12, 2013 1:33 pm
Forum: Chain of Command
Topic: Overwatch Fire
Replies: 11
Views: 8420

Re: Overwatch Fire

Just change 'into' as written in the rules to 'in' and the problem is solved.
Any movement or firing in the overwatch area triggers the overwatch.
by SteveBurt
Tue Sep 10, 2013 1:20 pm
Forum: I Ain’t Been Shot Mum
Topic: Questions IABSM
Replies: 5
Views: 5000

Re: Questions IABSM

An FOO can do stuff even when he is hidden (either just in a terrain feature, or on a blind). I'd allow partial deployment off a blind, although it can get a bit complicated when a platoon is partly on table and partly not. Up to you whether you want the complication. When squads get reduced to 0 di...